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Posted: Wed Jul 11, 2007 5:21 pm
by BlackViper
Assumption would be that a similar system would be used as now : http://asgs.alleg.net/asgsnet/factionstats...01&core=dn%

and just based upon the last part of the url, it would be easy to pull by cores.

Posted: Wed Jul 11, 2007 5:51 pm
by Gappy
That page doesn't really display techpath information. IC supremacy right now, for example, is weaker than IC Exp or Tacspansion.

Posted: Fri Jul 13, 2007 10:46 pm
by Mikhail
I don't like the faction win percentage either. It is completly BS to balance with this information alone. All it tells now is that TF is a bit weak but it doesn't tell you why.
This can only give a hint. Maybe Belters are much better than on the paper, cause vets tend to avoid Belters. This means that Belters maybe loose due to the stack and not an imbalance. Maybe Belters are in fact much stronger as senn on this page (just an example, don't have to be completly right).

Personally I like Gappys idea about the definition of Exp/Sup/Tac. I would prefere to count Gunships as defensiv tool, too just like Exp. But as culm already mentioned ... will this be accepted?
I agree the people who balance should be old vets (If possible from pre FAZ days) and be able to command games SG / pickup games. People like McWarren, Spidey etc. But I don't know how long everybody is playing Allegiance.

Posted: Mon Jul 23, 2007 6:52 am
by Striker
Morning:

What's the status of this project? I'd like to get it off the ground if possible. All of Steel Fury is behind the idea and would like to contribute in any way possible.

Posted: Mon Jul 23, 2007 7:27 am
by Gappy
I've been working on a core proposal, will probably be done in a couple weeks or so. I encourage other people to do the same, test out a couple candidates, see what works.

Old plan was to take GoD II R4, add GT / TF, and balance from there. New plan is to take Camero's stripped our RPS, create another difference log like the one I did for GoD, only for the stripped RPS Core, strip out all the RPS unique tech, and then balance / add tech from there.

Posted: Fri Jul 27, 2007 11:47 pm
by MrChaos
Im going back into hibernation after this but...

The stats currently being used to justify core changes are total and complete bull @#(!

So if you EVER get around to it. Count me in on the stats part

Oh and yes I do know what Im talking about regarding statistics

MrChaos

Posted: Sat Jul 28, 2007 12:22 am
by MrChaos
Gappy has politely told me that my help is not of use to him.

The artist vs the numbers thing

a-ok
*shrug*

MrChaos concern is the misrepresentation of the numbers rather then the methods being used

Posted: Wed Aug 08, 2007 9:20 pm
by Elephanthead
OK simpletons, it seems that community core is not about a new core, it about how to balance a core, so what we need is a way to measure how much was spent on what tech and measure victorys in tech cost. If IC exp cost on average 90,000 to win and GT expansion costs 15,000 to win per game, that is how you measure balance. Is it possible to measure this shiznet? Without this information, balanceing is a voodoo that the community has no understanding of. You can not have balance without measuring he3 cost per victory, this can be adjusted for faction econ perks, nerfs. Obviously bios needs less money to get tech so you would expect less spent per victory, but it would be interesting to see the numbers. I am sure one of you nerds can use this idea and bring us balance by logic instead of voodoo.
Oh and balance by demacracy will give us interceptors with infinate ammo and fuel that are invisable.

Posted: Wed Aug 08, 2007 11:02 pm
by Gappy
Insulting people is usually not a good way to go about getting people to do what you want them to do.

Posted: Wed Aug 08, 2007 11:20 pm
by Vlymoxyd
I don't think he3/victory is a good indicator in itself. EXP has he3 yield, speed + adv miners(their move speed somewhat increases the econ). Exp might be better at defending miners and tac should be good at killing them, but EXP should be bringing more money. In a tac vs sup game, the tac team should be able to spend more money because it killed more miners but the sup team should destroy more bases and force tac to spend more. Even if sup and tac was balanced, it would still show that sup needs more money to win games, but wouldn't say that it's balanced out by other variables.
Right now, one of the problem with exp is that it's the tech that brings the most money(miners upgrade + best miner defense) and one that requires the least spendings. (Sup = bombing, you need 10k for ab2 and ac2, if you want figs, you want both missiles and guns, which cost 5k each. Exp is fine just with mini3, then you can just get bombers or be fancy by geting htts.

Having more stats available would really help, but 1 will never be able to do the job by itself.